We’re renewing our commitment to AAA Indie with ODD 2.0 you’re going to be able to see what we’re working on along with our progress towards the update. So check out our Trello Board! and watch as we progress towards each release date.
UPDATE 20
It’s finally time for the big Unity 5 upgrade! It was a big goal that kept showing its head with performance issues and now it’ll be answered. In addition to improved performance, we’ll be beginning new features and expanding on to Hell Week. We’ll be adding the unnerving killing machines (aka CTRs) into Hell Week, one capability that we can add in without destroying the framerate thanks to Unity 5! We’ll also be including a endgame for the final 4 Marines as well as DOORS! That last one may not sound as exciting but tactical shooters need doors unlike other games we won’t mention by name…
STORE PAGE UPDATED
Our store page hasn’t changed a whole lot since going on Early Access so using feedback from you guys we have made some adjustments to help people make the best buying decision for them. A big change that deserves special notice is the price reduction! We’ve lowered the price for Interstellar Marines to reflect market conditions with all the new games that have come up on Early Access since the old prices were set.
If you’ve purchased the Regular Edition of Interstellar Marines you now have the Frontliner Edition. We’re doing this to give people who buy in Early Access something special a little further down the road, and so we have the “Regular Edition” title available for use when we get out of Early Access with the full release.
We hope you enjoy all the new changes and (insert inspirational comment here)
FOR THE LOVE OF THE GAME,
Your Team at Zero Point Software
Hell Week: Hotfix 3
Morning Marines,
We have another Hell Week hotfix to share with everyone. We now added more information and warning for elimination as well as an ability to rejoin during late join. We also fixed some major bugs that you have given feedback to! We hope you enjoy this hotfix and hope to see you in-game!
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Update 19c - Hell Week: Hotfix 3
Version: 0.5.19c Released: 26th June, 2015
What's New
ADDED: If a player leaves a Hell Week server, and has not been killed by another player or suicided, he can rejoin the game during the late join period
ADDED: Additional AI SARA announcements
Improvements
UPDATED: When elevators start to move up, any players spawning in will spawn next to the top of the elevator
UPDATED: Adjusted the join time and late join time for Hell Week clusters
UPDATED: The 'You are up for elimination' message to only appear once the elimination phase starts
UPDATED: In spectator mode dead players are greyed out
UPDATED: In spectator mode, the name for all players appear when in freecam
UPDATED: Numerous additional small changes and fixes to all Hell Week maps
Fixes
FIXED: "Inability for some players to connect to a Hell Week game when the join button is active"
Known Issues
The mission overview is currently a place-holder, and will be completed in a later update
Some crates may require several attempts to open
Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
Players may occasionally lose their inventory when moving between servers
Some new achievements and TP rewards may not work. We're investigating
The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4). If you are on a moving elevator or platform, this will cause you to fall through it
View jittering may occur when jumping on lossy networks
Audio may cut off partially/completely on weapon/helmet sounds
Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Potential to fall through elevator when moving
When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
You may need to restart your Steam client for it to recognize and download the update.
Hell Week: Hotfix 2
Attention!
Today we have a new client-side hotfix adding new features and bug fixes. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week
We also have a new Hell Week server called Hell Week Finals. Hell Week Finals is a special event for those who survive Hell Week and have the most accumulated Combat Points. We’ll let you know more about the Hell Week Finals soon.
FOR THE LOVE OF THE GAME, Your Team at Zero Point Software
Update 19b - Hotfix 2
Version: 0.5.19b Released: 18th June, 2015
What's New
ADDED: Combat points for Hell Week winners are recorded in the Steam Leaderboard ADDED: Name and score to HUD ADDED: Elimination warning to HUD ADDED: Elimination warning to scoreboard ADDED: Announcement by SARA when zone is full ADDED: Elimination phase initiated message to helmet, and message over in-game PA to explain how the eliminations work
Improvements
UPDATED: Crates that have been opened in another zone are now seen as open by the player (fixes the "crate does not open" bug) UPDATED: Scoreboard now shows full 64 players UPDATED: Maps have had a graphics pass, with several hundred small fixes and improvements UPDATED: Hell Week server button moved to top of server browser tab UPDATED: Name of the map you are loading into when you join a Hell Week has been removed UPDATED: Collision has been removed from bushes in Hell Week UPDATED: Eliminations have been altered so after the first 30 minutes 1 person is eliminated every 2 minutes UPDATED: AI SARA player elimination messages moved from helmet to in-game PA system
Fixes
FIXED: "Adjusted elevator spawn-in delay to ensure players do not spawn on a moving elevator" FIXED: "Welcome tutorial door which did not open" FIXED: "Suit HUD deactivates on 50% damage" FIXED: "Dummy crates removed from Mountains" FIXED: "HUD HP bug which indicated the player's HP was 12" FIXED: "No weapon showing when playin another game mode after Hell Week" FIXED: "Collider adjusted on crates in Hell Week to ensure players are not involuntarily catapulted out of the map" FIXED: "Spawn elevator z-flickering and collision to prevent looking through the elevator walls"
Known Issues
The mission overview is currently a place holder, and will be completed in a later update
Some crates may require several attempts to open
Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
Some new achievements and TP rewards may not work. We're investigating
The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
View jittering may occur when jumping on lossy networks
Audio may cut off partially/completely on weapon/helmet sounds
Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Potential to fall through elevator when moving
When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Hell Week: Hotfix 1
Good morning Marines!
We have launched a hotfix to help alleviate the spawn bug in Hell Week. We understand the frustration that's been caused from this issue. This hotfix is server-side and will lead into a larger update later this week. We also urge you to not tab out of the game in the elevator so you don't fall out the maps.
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Update 19a - Hell Week: Hotfix 1
Version: 0.5.19a Released: 16th June, 2015
What's New
ADDED: Servers now start countdown to next Hell Week instead of showing "game in progress" when a Hell Week is complete
ADDED: Players joining when the elevators are rising at the start of a Hell Week will be paused and then added when the elevators have finished moving
ADDED: Several underlying fixes which will be added in a future client/server update
Improvements
UPDATED: Hell Week start times changed to ensure clusters are up more often, especially around peak times
Fixes
FIXED: "Correct number of player now spawn in per server node i.e. no more multiple players spawning in an elevator"
FIXED: "Message showing Hell Week is full when it is not"
Known Issues
The mission overview is currently a place holder, and will be completed in a later update
Some crates may not open, or require several attempts to open
Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin
Combat points are not currently permanently recorded after a game of Hell Week. This will be fixed shortly
On some occasions you may respawn with 12 health. You still have the correct health, it is just represented incorrectly in the HUD. This can be cleared by restarting the game
Some new achievements and TP rewards may not work. We're investigating
The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
View jittering may occur when jumping on lossy networks
Audio may cut off partially/completely on weapon/helmet sounds
Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
Potential to fall through elevator when moving
When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
Update 19: Hell Week on Earth
Good morning Marines!
Today we begin the first of our wargame exercises that will prepare you for actual combat. We like to call this one “Hell Week”. Be advised that the wargames training facility is considered to be in Phase 1 of completion and will be upgraded fairly soon.
In Hell Week you will face 63 of your peers in a dog-eat-dog fight to hone your skills and find which of you are the best. Equipped only with a pistol and 15 rounds of taser ammunition you will ascend an elevator in a random zone along with 7 other Marines. You are free to move among the zones, although there is a hard limit of 16 allowed in any one zone at any time. Once the 16th Marine has entered a zone all others will be locked out until the number drops below 16 again.
If you’re “killed,” you’re out of the exercise. So keep your head down and be on the lookout for targets of opportunity. You must eliminate the other Marines when possible, avoid elimination yourself, and collect weapons, ammo, and combat points from the map and backpacks of eliminated opponents. 30 minutes after the exercise begins ITO AI SARA will eliminate the 4 Marines with the fewest number of combat points every 5 minutes. This is not an exercise you will win by pitching a tent and hiding in the corner!
I advice you to stay out of the zone we fondly refer to as Hell. Other Marines will be the least of your concerns there as acid pools and violent geysers will pose a significant hazard to your health. But, if you’re extremely brave or extremely stupid and wish to exploit the area’s large number of combat points, you can go to Hell.
During the Steam Sale this training event will run every 4 hours, check the countdown on the ingame server list to see when the next event is set to begin.
Good luck Marines, you’ll need it!
Important notes discovered post release:
A bug sometimes spawns you next to other people in the access elevator. We suggest working together instead of killing each other.
The access elevator will first go up after at least 32 players have joined. Please have a few minutes patience.
Full changelog available here: http://media.interstellarmarines.com/media/interstellarmarines_changelog.html
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Update 18: Multiplayer Madness
Update 18: Multiplayer Madness
For this Update we're taking multiplayer up a notch by re-introducing three multiplayer game modes: Deathmatch, Team Deathmatch and one of our favourite modes - Team Domination!
Update 18 Version: 0.5.18 Released: 22nd April, 2015
What's New
ADDED: Team Domination, Team Deathmatch and Deathmatch game modes to all multiplayer maps
ADDED: Admins can now change multiplayer mode from within the game
ADDED: Server browser can now filter by region, game mode and server type
ADDED: Sprint strafe
ADDED: Crouch sliding
ADDED: Sprint jump weapon animations
ADDED: Sounds are muffled when AI SARA speaks
ADDED: Additional AI SARA speaks to The NeuroGen Incident
ADDED: Steam achievements from Update 17 to in-game Profile tab
ADDED: Option to turn off auto-refresh for server browser and refresh using a manual button
ADDED: Check added to ensure TPs are not lost during a match
ADDED: Breath on inside of helmet visor when exhausted and HUD is offline
ADDED: Flashlight and laser are now toggleable per weapon
ADDED: New Spearhead bonus content, including 78 new images, audio logs and OTTO speaks from The NeuroGen Incident, and additional items
Improvements
UPDATED: Mainline now compatible with Team Domination and Deadlock
UPDATED: Mainline Winter now compatible with Team Domination and Deadlock
UPDATED: Dynacore now compatible with Team Domination, Team Deathmatch and Deathmatch
UPDATED: Sprint sliding toned down
UPDATED: Walk and run speeds now affected when exhausted
UPDATED: Jump height when exhausted adjusted to always allow jumping onto a railing
UPDATED: Sprint acceleration increased
UPDATED: Keep arms in correct position when sprinting up/down stairs
UPDATED: Head bobbing
UPDATED: Overall tweaks to Accuracy, Sprint and Stamina
UPDATED: Updated SMG, Assault Rifle and suppressor textures
UPDATED: Server sorting defaults to sorting by the number of players per server
UPDATED: Join button colour in the server browser has been changed for clarity
Known Issues
- When revived, player may be put into spectator mode. Killing and reviving the affected player corrects this.
- Some new achievements and TP rewards may not work. We're investigating
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible
- Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
- There may be an intermittent bug in Team Domination where one team always seems to have a player in the zone
Fixes
FIXED: "TPs should no longer be lost"
FIXED: "Keycard in crew quarters in NGI sometimes not appearing"
FIXED: "NGI servers crashing due to excessive logging"
FIXED: "Possible fix to Starcrown servers crashing excessively"
FIXED: "Weapon accuracy / recoil error (many thanks to Guilty for his work on this)"
FIXED: "No longer a 15 second wait to spawn in Playground maps"
FIXED: "Falling through hatch in crashed Megalodon on tutorial level"
FIXED: "Falling through hatch in Megalodon in the Megalodon level in the playground"
FIXED: "Being pushed through elevator floor at the start of the tutorial mission"
FIXED: "Missing glass panes in several locations in the tutorial mission"
FIXED: "Removed access to the separate training areas in the tutorial level"
FIXED: "Location of several occluders in the tutorial level"
FIXED: "Adjusted bounding box in tutorial level"
FIXED: "Boxes near start of tutorial level so players do not get stuck in them"
FIXED: "Spot in Starcrown where a player could exit the map"
FIXED: "Spot in the Mainline maps where a player could exit the map"
FIXED: "Patrol route on top of Mainline coop spawn building to ensure that CTR does not hide at the back where it cannot be shot"
FIXED: "Elimination challenges now rewarding TPs"
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Update 17: Welcome On Board!
Update 17: Welcome On Board!
Every new year should blast off with something exhilarating, so for this update we're moving you along at a blistering speed with the addition of the new sprint movement mode AND a free week on Steam!
ADDED: New Introduction Mission: Welcome To Project IM
ADDED: Early iteration of the Accuracy, Stamina and Sprint changes. These changes will be completed in Update 18
ADDED: Hell Week introduction video and sign up form to main menu
ADDED: Admins can now change multiplayer map from in-game
ADDED: Spawn locations of power boxes in Operations are now completely randomised
ADDED: Server browser is split into Coop and Multiplayer servers for easier and quicker browsing
ADDED: Chat is now logged on a per-server basis
ADDED: Warning message given to players joining a high-ping server
ADDED: New hit detection is default on servers
ADDED: Spearhead icon now shows for Spearhead players on singleplayer scoreboards
ADDED: Several new Steam achievements
ADDED: Several new TP rewards
ADDED: List of TP rewards in the Profile tab, removed outdated list from levelcam view
Improvements
UPDATED: The NeuroGen Incident re-built as version 3. Improved map, resolved several issues, improved performance, added mercenary bots to different team, reworked several areas of the map
UPDATED: Server browser filters are now expanded by default
UPDATED: In-game chat function now allows multiple lines
UPDATED: Several additions to stats tracking
UPDATED: Arch to ensure players cannot glitch out of the map
UPDATED: New reticule for the Assault Rifle
Known Issues
- Some new achievements and TP rewards may not work. We're investigating
- Not all new achievements have icons, we'll add next week
- New achievements do not show up within the in-game Profile tab. We will add these soon
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
Fixes
FIXED: "Keycard in crew quarter in NGI sometimes not appearing"
FIXED: "Inability to revive in multiplayer maps other than Dynacore"
FIXED: "Logs can only be played once in NGI"
FIXED: "Death skull now shows for bots in Playground maps"
FIXED: "No more floating bots at the start of Stronghold Coop"
FIXED: "No extraction marker on Starcrown"
FIXED: "No extraction marker on Colony if you leave and rejoin during a match"
FIXED: "Bots sometimes not appearing in single player"
FIXED: "The 'no run/crouch' triggers occasionally cause permanent 'no run/crouch'"
FIXED: "Multiplayer scoreboard styling"
FIXED: "Difficulty in single player sometimes incorrect after playing co-op"
FIXED: "Revived players experiencing black screens'"
FIXED: "Cargo elevators in NGI have crate shadows above them"
FIXED: "HUD difficulty text not going offline when HUD goes down"
FIXED: "Bots spawning and instantly dying in NGI research"
FIXED: "Exiting the coop poster now works"
FIXED: "Revive no longer completes if reviving player is killed"
FIXED: "Spawn time is now accurate when waiting to spawn in Deadlock"
FIXED: "Players not correctly first person spectating other players when dead"
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Hotfix For Update 16
Hotfix For Update 16
Today we've released a hotfix for Update 16. This introduces some performance improvements, fixes some minor issues, brings back The NeuroGen Incident servers and fixes some issues with the stats system.
Update 16a - Assault On Starcrown Aerospace Version: 0.5.16a Released: 9th January 2015
Improvements
UPDATED: Physics performance enhancements
UPDATED: Revive time depends on mode and difficulty setting
UPDATED: Xmayhem game mode put back in Santa's Christmas box, and Mainline Winter reverted to original version
Fixes
FIXED: "Incorrect Unity build setting creating issues with resizing screens and vsync"
FIXED: "Issue in The NeuroGen Incident (NGI servers are back up)"
FIXED: "Not being able to find the last bot in Elimination game mode"
FIXED: "Online stats are now being recorded. Some further work to be done for edge cases. Stats will be reset in future"
FIXED: "Occlusion bugs on Starcrown and Mainline"
FIXED: "Blocker added to Mainline to ensure players cannot leave the map"
FIXED: "Crate occlusion on Stronghold"
Known Issues
-The HUD names and kill messages will be clipped on aspect ratios that are wider than 16:10
-The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
-View jittering may occur when jumping on lossy networks
-Audio may cut off partially/completely on weapon/helmet sounds
-Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
-Potential to fall through elevator when moving
-Sometimes bots will not appear in single player maps. Restart the game and they will appear
-Sometimes the first series of bots on Stronghold Elimination A will spawn mid-air
-Revive does not work on multiplayer maps except Dynacore
-Scoreboard sometimes goes out of alignment
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Update 16: Assault On Starcrown Aerospace
Update 16: Assault On Starcrown Aerospace
2014 has been an incredible year for Interstellar Marines, and we want to say goodbye to it with a bang! So to make sure the holiday season is tons of fun, Update 16 includes a brand new campaign co-op map, a brand new multiplayer map AND something the community has been requesting for a long time: vastly improved hit detection. And last but not least, T-IM101 is back in Xmas Mayhem!
ADDED: New Co-Op Mission Map: Starcrown
ADDED: New Dynamic Multiplayer Map based on the Astrodome framework: Dynacore
ADDED: Revive 2.0 to Multiplayer and Co-op
ADDED: First iteration of Stats viewable through the Profile tab. Note, we will need to reset this several times as we develop
ADDED: New hit detection system
ADDED: Ability for players to be admins with the ability to kick or ban
ADDED: LoD for crates
ADDED: Several AI game events
ADDED: Physics-based performance improvements
Improvements
UPDATED: Revive now has a timer
UPDATED: Xmayhem game mode to accomodate changes during the last 12 months
UPDATED: Crates and other props across several existing levels
UPDATED: TPs are now shared between players who are capturing a capture zone in Deadlock
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- Sometimes bots will not appear in single player maps. Restart the game and they will appear
Fixes
FIXED: "Remove Team Kill penalty in co-op"
FIXED: "#1 Clan logo now shows"
FIXED: "Difficulty now shows in Get Killed By Bots"
FIXED: "Chat and kill messages now show when suit HUD down"
FIXED: "After suiciding, spawn as a spectator in the next round"
FIXED: "Railings in each map to ensure they have colliders and do not double-cast shadows"
FIXED: "Reload sound continues to play when cancelled by silencer animation"
FIXED: "Dynamic platforms in Elevation now work"
FIXED: "Numerous additional bug and performance fixes and updates"
FOR THE LOVE OF THE GAME, Your team at Zero Point Software
Update 15: Stealth Suppressed
Update 15: Stealth Suppressed
We're back with two more co-op & singleplayer maps, as well as brand new stealth options. So suit up, and get ready to experience a more silent and tactical approach to combat.
ADDED: Sound-supressor for both SMG and Assault Rifle. Sound and damage curves have been adjusted
ADDED: Survival B game mode to Colony for co-op and singleplayer gameplay
ADDED: Elimination B game mode to Mainline for co-op and singleplayer gameplay
ADDED: Ability for AI to sense how much light is falling on a Marine
ADDED: Numerous AI upgrades to enhance the AI's intelligence
ADDED: New weather state to Colony
Improvements
UPDATED: AI balance has been tweaked around the ability to see light levels
UPDATED: AI tweaked and upgraded for Defective and Guards
UPDATED: Nucleus, Stronghold and Operations to support new AI light vision
UPDATED: Mainline to make it more AI friendly and add extra cover for AI bots
UPDATED: Colony to add more cover for AI bots
UPDATED: Non-supressed sounds for the SMG and AR
UPDATED: Difficulty level is now shown in playground and Get Killed By Bots
Known Issues
- The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
- Potential to fall through elevator when moving
- Sometimes bots will not appear in single player maps. Restart the game and they will appear
- Number 1 clan logo does not show up in the scoreboard. Current number 1 clan is -TEK-
Fixes
FIXED: "Chat not working under certain conditions"
FIXED: "Scoreboard not disappearing when HUD is down"
FIXED: "Waypoint not reappearing if you turn off a powerbox in Survival A"
FIXED: "Joining as a spectator in a Nucleus server"
FOR THE LOVE OF THE GAME, Your team at Zero Point Software